Infernal (5e Creature)
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Infernal[edit]
Large elemental, chaotic evil Armor Class 18 (natural armor)
Proficiency Bonus +3 Burning Steps. When the infernal moves, it leaves a trail of fire that burns until the end of its next turn. If a creature starts its turn in the trail or enters it for the first time on its turn, it takes 5 (1d10) fire damage. Fire Aura. At the start of each of the infernal's turns, each creature within 5 feet of it takes 7 (2d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the infernal or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage. Hellish Flames. Fire damage dealt by the infernal ignores resistance. Immolate. When a creature is killed by fire damage caused by the infernal, the creature is reduced to ash. Innate Spellcasting. The infernal's spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The infernal can innately cast the following spells, requiring no material components: At will: fire bolt ACTIONSMultiattack. The infernal makes two slam attacks. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage and 3 (1d6) fire damage. Hellfire Breath (Recharge 6). The infernal exhales green flames in a 15-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful save.
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When an azer is reduced to rubble in the Lower Planes, sometimes their pieces absorb the fell magic of the place, and they are transformed into an infernal. Forsaken by azers, these creatures can be found throughout the Lower Planes, although those in the Nine Hells are usually fighting devils. Most infernals, however, fight under the banner of a demon lord. |
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